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f45dff8a09
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com> Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
79 lines
2.4 KiB
Plaintext
79 lines
2.4 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: johnb43
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* Makes a unit catch fire. Only call from targeted events, is applied globally.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Fire intensity <NUMBER>
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* 2: Fire instigator <OBJECT> (default: objNull)
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, 4] call ace_fire_fnc_burn
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*
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* Public: No
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*/
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if (!EGVAR(common,settingsInitFinished)) exitWith {
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EGVAR(common,runAtSettingsInitialized) pushBack [LINKFUNC(burn), _this];
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};
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if (!GVAR(enabled)) exitWith {};
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params ["_unit", "_intensity", ["_instigator", objNull]];
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TRACE_3("burn",_unit,_intensity,_instigator);
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if (BURN_MIN_INTENSITY > _intensity) exitWith {
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TRACE_3("intensity is too low",_unit,_intensity,BURN_MIN_INTENSITY);
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};
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// Check if unit is remote (objNull is remote)
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if (!local _unit) exitWith {
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TRACE_1("unit is null or not local",_unit);
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};
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// Check if the unit can burn (takes care of spectators and curators)
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if (getNumber (configOf _unit >> "isPlayableLogic") == 1 || {!(_unit isKindOf "CAManBase")}) exitWith {
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TRACE_1("unit is virtual or not a man",_unit);
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};
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// If unit is invulnerable, don't burn the unit
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if !(isDamageAllowed _unit && {_unit getVariable [QEGVAR(medical,allowDamage), true]}) exitWith {
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TRACE_1("unit is invulnerable",_unit);
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};
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private _eyePos = eyePos _unit;
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// Check if unit is mostly submerged in water
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if (surfaceIsWater _eyePos && {(_eyePos select 2) < 0.1}) exitWith {
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TRACE_1("unit is in water",_unit);
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};
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// If unit is already burning, update intensity, but don't add another PFH
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if (_unit call FUNC(isBurning)) exitWith {
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// Only allow intensity to be increased
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if (_intensity <= (_unit getVariable [QGVAR(intensity), 0])) exitWith {
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TRACE_2("unit already burning, no intensity update",_unit,_intensity);
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};
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TRACE_2("unit already burning, updating intensity",_unit,_intensity);
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_unit setVariable [QGVAR(intensity), _intensity, true];
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};
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TRACE_2("setting unit ablaze",_unit,_intensity);
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_unit setVariable [QGVAR(intensity), _intensity, true];
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// Fire simulation (fire sources are handled differently)
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[QGVAR(burnSimulation), [_unit, _instigator], _unit] call CBA_fnc_targetEvent;
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// Spawn effects for unit
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private _burnEffectsJipID = [QGVAR(burnEffects), _unit] call CBA_fnc_globalEventJIP;
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[_burnEffectsJipID, _unit] call CBA_fnc_removeGlobalEventJIP;
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_unit setVariable [QGVAR(jipID), _burnEffectsJipID, true];
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